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Game transfer phenomena in video game playing: a qualitative interview study
Nottingham Trent University.
Stockholm University, Faculty of Social Sciences, Department of Child and Youth Studies.
Nottingham Trent University.
2011 (English)In: International Journal of Cyber Behavior, Psychology and Learning, ISSN 2155-7136, Vol. 1, no 3, 15-33 p.Article in journal (Refereed) Published
Abstract [en]

Video game playing is a popular activity and its enjoyment among frequent players has been associated with absorption and immersion experiences. This paper examines how immersion in the video game environment can influence the player during the game and afterwards (including fantasies, thoughts, and actions). This is what is described as Game Transfer Phenomena (GTP). GTP occurs when video game elements are associated with real life elements triggering subsequent thoughts, sensations and/or player actions. To investigate this further, a total of 42 frequent video game players aged between 15 and 21 years old were interviewed. Thematic analysis showed that many players experienced GTP, where players appeared to integrate elements of video game playing into their real lives. These GTP were then classified as either intentional or automatic experiences. Results also showed that players used video games for interacting with others as a form of amusement, modeling or mimicking video game content, and daydreaming about video games. Furthermore, the findings demonstrate how video games triggered intrusive thoughts, sensations, impulses, reflexes, visual illusions, and disassociations.

Place, publisher, year, edition, pages
2011. Vol. 1, no 3, 15-33 p.
Keyword [en]
Computer games, disassociation, Game Transfer Phenomena, video game playing, video games
National Category
Research subject
Child and Youth Science
URN: urn:nbn:se:su:diva-71055DOI: 10.4018/ijcbpl.2011070102OAI: diva2:483713
Available from: 2012-01-25 Created: 2012-01-25 Last updated: 2012-01-26Bibliographically approved

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Aronsson, Karin
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